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Ok, first off a disclaimer. I did not come up with these rules myself, a friend in one of my local clubs did. And they have not, I repeat, NOT been tested out in any way, shape, or form. Now that being said, check this shit out.

Personally, I love the thought behind these rules. Making the Sons more magic oriented and such, leaving some limitations that they have now in there while addressing weaknesses in the list and such. Hopefully, someone in my group will be willing to try these out with meCodex 1ksons
By Terry.
Mark of Tzeentch. 30/10/5 points.
Chaos space marines become rubric thousand sons marines. Gain +1 wound and slow and purposeful USR and are fearless at +10 points per model. The aspiring champion in the squad becomes a sorcerer.
Possessed – become fearless and gain the deamonic fire ability. May replace deamonic fire for doombolt at a further +10 points. Possessed with doom bolt do not count the ability as a psychic power, but as a ranged weapon. Possessed pay +5 points for the mark.
Chosen – chosen with the mark of tzeentch become sorcerers and are fearless at +10 points. Terminators can choose to either be sorcerer terminators, or rubric terminators. Sorceror terminators may not choose reaper autocannons, but are sorceror’s and may choose psychic powers. Rubric terminators, also costing +10 points, gain an extra wound and are fearless as well as slow and purposeful. Rubric terminators may take any normal upgrades allowed.
Characters – Chaos lord is fearless, and becomes a sorcerer. He is a powerful sorcerer and his years of study in the arcane arts let him CHOOSE 1 minor psychic power from the list, as well as being able to purchase 2 psychic powers instead of the usual 1. Chaos lieutenant is fearless and is a sorcerer, and also gets to CHOOSE 1 minor psychic power from the list. Characters pay 30 points for the upgrade.
Rule of the changelord – Thousand sons do not need to make any psychic checks to use their psychic abilities, such is their sorcerous power.
Weaponry – No model in the thousand sons army may carry a heavy weapon (unless it is a vehicle or a terminator.) Models with the sorcerer ability may not take a special weapon. Rubric models may take special weapons at double the cost listed in codex: Chaos space marines.
Resistant to mutation – Thousands sons that are sorcerers have enough warp presence to ward of mutation. Those that do not become either chaos spawn or possessed. Rubric marines are made of dust and cannot harbour mutations. No deamonic gifts other than deamonic stature may be taken by any model in the army except for possessed, and those models upgraded with deamonic stature. Note that this restriction only applies to those abilities in the deamonic gifts section of the chaos space marine armoury. Gifts of tzeentch and deamon weapons are still allowed even though they count as taking up deamonic gifts points.
Models with the mark of tzeentch may not take veteran skills.
New entry:
Fast attack – Warp portals 50 points each.. The warp portal is a warp rift opened up through a tear in reality in which the thousand sons can emerge and do battle. Warp portals are represented by a template with a 5” diameter. Warp portals always start in reserve. When made available, a warp portal is deployed using the deep strike rule, but will not scatter off the table (place it as close as possible to its rolled final position without moving off) and will end it’s scatter move 1” away from any enemy unit of impassable terrain instead of being destroyed by it. An army with a warp portal may keep any of its units in reserve if they wish and deploy them through the warp portal. Models deploying in the manner CANNOT choose to move in from a board edge when they become available. If they become available before a warp portal is open, then put them aside and they may be deployed when it becomes available. Models may be deployed from the warp portal the turn the portal arrives, even if they have just made their reserves roll in that turn. You cannot hold available models in the portal, unless there is no room for them to deploy. Models deployed from the portal make their move on move from any place on the circumference of the portal. If there is no room to deploy the entire unit, the unit is not deployed and will do so at the start of one of their subsequent movement phases when there is room for the unit. Models deploying using the portal who are never placed on the table count as being destroyed for victory points purposes. The portal itself counts as impassable terrain. ANY type of unit can deploy from a warp portal.
Deamons – Flamer’s doom bolt counts as a weapon for the unit, not a psychic power (and thus cannot be nullified)
The lord of change is a potent psyker. It gets one free power, plus the ability to purchase another major psychic power from the armoury. In addition, the knowledge and preparation possessed by the thousand sons in their preparation of the deamon host mean that you can re-roll the possession dice just as if the model had deamonic chains. Cost adjusted to 180 points.
Dreadnoughts:
May be upgraded to a sorcerer dreadnought at +10 points, in which case it may buy bolt of change at +20 points, or flames of tzeentch at +30 points. The psychic power is not a weapon and cannot be destroyed by damage, although it counts towards the number of weapons the dreadnought is allowed to fire. This upgraded cannot be combined with deamonic possession or rubric dreadnought. Sorceror dreadnoughts count as having LD 10 for the purpose of any having their spells dispelled by an ability that requires the opponent to have a leadership value. No psychic test is required to use the power.
May be upgraded to a rubric dreadnought at +25 points. This upgrade allows the vehicle to ignore stunned and shaken results. In addition, the dreadnought does not roll for fire frenzy.
New Gifts of Tzeentch:
Eyes of Tzeentch now give the character the ability to re-roll his or his units' (if he's attatched to one) reserves roll to come on to the table, instead of using one of the other re-rolls it provides in a turn. Only one model can use his eye of tzeentch for the reserve re-roll per turn.
Warp shard (one per army) (replaces warp tailisman)– 15 points. Perils of the warp happen to enemy psykers on any roll of doubles for one of their psychic checks. This has no effect on the successful outcome of the spell.
Tome of the forbidden lores (one per army) – 30 points. This tome is a collection of all the forbidden knowledge acquired by the most powerful sorcerers – the most recent addition was the workings of the webway discovered by Ahriman and his cabal. This item allows the character to during the movement phase, remove any squad he is attached to from the board, and immediately re-deploy them using the deep strike rule. This ability cannot be used on vehicles. This ability is not a psychic power and cannot be dispelled by items that work against psychic powers.
Mark of the favoured disciple (one per army) – 30 points. This talisman marks the character out as a favoured follower of tzeentch, and a powerful figure who has been granted command over a small army of deamons. Units of horrors in the army count as having the sustained assault rule. Once it has been wiped out, it may be summoned again at the start of the next turn without having to roll. Once it has been wiped out the first time, the unit is no longer scoring. Units respawning in this way must be summoned off of a personal icon held by the character with the mark of the favoured disciple.
Minor psychic power table. – All abilities do not require a psychic test. A roll on the chart costs 15 points. A character can buy as many rolls as he wishes, re-rolling duplicates.
1 – Telepathy: Allows one re-roll for reserves per turn. Only one sorcerer can use this ability in a turn. Cast in movement phase.
2 – Cover of Darkness: Any enemy targeting the sorcerer of the unit he is attached to must roll night fight to see them. If the game is already using the night fight rules, then halve the distance when rolling to spot this unit. The unit counts as being in cover if assaulted.Cast in movement phase. Effect lasts one game turn.
3 – Pink fire: Character has the doombolt psyhic power.
4 – Foresight: When rolling for who gets the first turn, you may re-roll your dice. This ability cannot be nullified.
5 – Warp tangles: Cast at the start of enemy movement phase. One unit within LOS and 24” to the sorcerer counts as moving/assaulting through difficult terrain. Weather they move or not, they count as moving for the purposes of firing weapons. Effect lasts for the entire enemy turn.
6 – Blessing of tzeentch: Power counts as being in effect all the time, and cannot be nullified. The character gains a 4+ invulnerable save. However, if he ever rolls 3 or more one’s (after re-rolls) on his close combat attacks, he is sucked into the warp instantly for his incompetence, and counts as destroyed.
New psychic powers:
Flames of Tzeentch – 45/30 points. Cast in the movement phase instead of moving of using an ability that is used in the movement phase. Squad can still fire at a different target in the shooting phase than this power was used on in the movement phase. If a sorcerer uses this power neither he nor his unit can assault in the assault phase.
S9, ap2, range 36”.
Bolt of change cost changed to 30/15 points.
Time shift – 20 points. Cast in the shooting phase. Gives the sorcerer and any unit they are with the fleet USR.
Fade to Dust – 25 points. Cast in the assault phase. This spell is a much less powerful version of the rubric of Ahriman. Any model that suffers an unsaved wound from the character this round is killed outright. If this spell is used against a unit with multiple wound models, only one model will be killed outright regardless of how many hits are scored.
Reckoning of Tzeentch – 30 points. Cast in the shooting phase instead of firing a weapon. Allows the unit the sorcerer is attached to re-roll missed to hit rolls for that shooting phase.
Deamon weapons (remove warp blade and bedlam staff).
Helm of a thousand eyes - 25 points – This helmet shows the sorcerer powerful visions of the near future, and several different possible outcomes. A model wearing this helm can see and counter his opponents’ moves before he even thinks to make them, and strike with lightning quickness at his enemy’s revealed weaknesses. As the helm is not a weapon, it dosen’t count towards the maximum amount of weapons a character can have. A character wearing the helm strikes at initiative 10 thanks to the revelations. However the images and connection to the warp put him at constant risk of going insane or being sucked into the warp. He must make a mastery test at the start of every turn.
Rift Sword - 25 points - Containing the bound essence of a lord of change, this blade allows the wielder to cast psychic powers with much more power than normal. The range of any psychic powers cast by the sorcerer are doubled. A mastery check must be made whenever this ability is used. The sword as no effect on powers with no range, or that use a template. The rift sword is a power weapon. This effect may not be stacked with warp focus.
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Psychic powers have been beefed. They should be sufficiently good now. The minor psycic powers have been significantly boosted, but now cost more points for the roll. Hopefully it will be enough to encourage players to take them, even if they are random. I've given characters the ability to choose a 'free' minor power. (and upped the cost an extra 20 points for this ability) so they'll get some use. The ability to choose should make the player think hard, as some of them are really pretty good at boosing the character (4+ inv save), and some of them help out the army (re-roll on reserves - possibly really useful in a warp portal army). Also, I've included the sustained assault horror ability to encourage people to actually take horrors instead of just flamers all the time. Possessed are reduced in cost and are no longer uneccessarily sorcerors and therefore a 'feasible' unit to take. Rubrics can take different weaponry, as it didn't make sense to me that they can fire a bolter but not another gun... The pay more points because of the increased effectiveness of the weapons due to slow and purposeful and the resilient platform. Rubric terminators again get the benefit of not having to be stuck with combi-bolters and power weapons. Dreadnoughts have been spiced up a bit, as a bit of encouragement over the other more shootier heavy support choices. The wargear options and psychic powers are designed to give the 1k sons some of the firepower they lost in 4th addition back, as well as making their character psyckers a force to be recoked with compared to their loyalist counter parts. Also, some of the powers provide some more tactical options (fleet to help the slowness of the units) or re-rolls for shootiness. Either way, I believe the 1k sons units will now be more dynamic and not just a close combat champion sheild. The warp portals and the teleport ability were introduced to give the sons a different style of deployment, that suits their guile and shifty nature. Random, but the opponent never knows what you're going to do or where you're going to come from. Similar to drop pod deployment only in a more tzeentch way. The restrictions of characters demaonic gifts were there to prevent the making of uber characters given the new fairly powerful powers and kit. They're sorcerors not close combat deamons and I think that this will help to represent them as such, relying on powers and abilities rather than deamonic strength, mutation, rune and essence to keep them kicking.